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UFO:AI Android port

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pelya:
Most probably it crashes because it eats up all memory.
How much RAM does your device have?
I could run skirmish mode with "training_a" map on my HTC Evo, which has something near 500 Mb RAM. There were no sounds installed (they are inside additional map pack, and instantly eat smth like 20 Mb RAM on load), and I've used "initial" weapon setting for both teams - that will give only knives to the soldiers, and won't load other weapon models.
My device can run UfoAI with bigger maps, but then it will kill all background processes, and if UfoAI itself is put to background - it will also immediately kill it, just to load back desktop. That's the reason behind "base pack" with only smallest maps.
Also, you can rotate the Earth by touching your device screen with two fingers, and sliding them.
Also it should support pinch-to-zoom and rotate on the battle map, however the speed is too fast for my device with it's 2-3 FPS - I've tried to modify default settings, but there's seems to be some hard limit on camera speed in source code.

H-Hour:
Pelya, would you like an even simpler map with fewer textures to load? What eats up the RAM in the battlescape most? I could try reducing lightmap size and other things if it will help.

zotje:
Yeah, i suspect so, it's only 304 MB.
Still, 500 MB bare minimum for a phone is quite steep.
Maybe you should consider reducing the textures even more instead of going for some hi-res ones.

pelya:
I don't know what eats that much RAM - when I'm loading the training_a map the UfoAI process eats 270 Mb RAM, when I put it to background all OpenGL textures are destroyed and it takes up 200 Mb RAM. So textures occupy only 70 Mb, everything else should be internal game structures, I wonder why it's that many.
I can try one lame-ass optimization - when loading map restart UfoAI process so it won't load any menu and earthscape data, only the battlescape, but I don't think it will change things dramatically.
There are some huge structures allocated for map BSP tree and for pathfinding, as far as I understood by reading sources halfyear ago.
Android 2.3 official device requirements document requires device to have at least 128 Mb userspace RAM (that is, not used by device drivers), Android 4.0 document requires 340 Mb userspace RAM - that's enough for most maps in UfoAI I guess.

Edit: training_a map launched from Skirmish menu, with multiplayer equipment takes 330 Mb RAM with sounds, and 280 Mb without them (I've removed sounds from 1base.pk3, add or remove few megabytes due to randomized item generation). lake_ice map did non load with sounds at all, but it loaded without them, and used 330 Mb RAM (but crashed after a while). And bunker map crashes even without sounds (I remember playing it halfyear ago though)

335 Mb is the limit of my HTC Evo, when it kills foreground app, it could be higher if the stock firmware wasn't preloaded with lot of crap, the home screen process is the biggest among them and takes up 70 Mb RAM. And the actual RAM accessible to user space is 425 Mb, as shown by "adb shell cat /proc/meminfo".

Sayman:
Hello.android port is still supported? i have problem with version 2.4.0.5 - sounds not working. if i set initialization all sounds, then game is crashed. my device is acer a500 with cusmnor rom by Thor (v14.2).

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